postFragment.fs 1.1 KB

12345678910111213141516171819202122232425262728293031323334
  1. #version 430
  2. layout (binding = 1) uniform sampler2D worldPositionSamp;
  3. layout (binding = 2) uniform sampler2D worldNormalSamp;
  4. layout (binding = 3) uniform sampler2D worldColorSamp;
  5. in vec2 varTextureCoord;
  6. out vec4 color;
  7. vec3 lightPosition = vec3(16, 20, 16);
  8. vec3 lightColor = vec3(1, 1, 1);
  9. uniform vec3 viewPos;
  10. void main()
  11. {
  12. // retrieve data from G-buffer
  13. vec3 FragPos = texture(worldPositionSamp, varTextureCoord).rgb;
  14. vec3 Normal = texture(worldNormalSamp, varTextureCoord).rgb;
  15. vec3 Albedo = vec3(1, 1, 1);//texture(gAlbedoSpec, TexCoords).rgb;
  16. float Specular = 0.7;//texture(gAlbedoSpec, TexCoords).a;
  17. // then calculate lighting as usual
  18. vec3 lighting = Albedo * 0.1; // hard-coded ambient component
  19. vec3 viewDir = normalize(viewPos - FragPos);
  20. //for(int i = 0; i < NR_LIGHTS; ++i)
  21. //{
  22. // diffuse
  23. vec3 lightDir = normalize(lightPosition - FragPos);
  24. vec3 diffuse = max(dot(Normal, lightDir), 0.0) * Albedo * lightColor;
  25. lighting += diffuse;
  26. //}
  27. color = vec4(lighting, 1.0) * texture(worldColorSamp, varTextureCoord);
  28. }